Like a Dragon: Ishin!

Like a Dragon: Ishin!

View Stats:
CPU Level 2 Feb 17, 2023 @ 7:55am
2
2
2
Why did they decide to not support Ultrawide for this game?
All the previous titles supported UWD IIRC, so it kinda feels like a major step back to just drop it.

Please patch it in soon.
Originally posted by fokehS:
I'll share what I've got so far because I'm taking a break, and the tools available are a bit limited based on what I'm seeing.

Google Drive with my files[drive.google.com]

The PAKs folder contains 3 files that you can copy into your steamapps\common\LikeADragonIshin\LikeaDragonIshin\Content\Paks directory. This will remove the borders so that you can see the cut off text/graphics such as names and the minigame stuff, but it will not fix the 3D cutscenes/gameplay only rendering to 16:9.

If you want to work on this yourself, download Unreal 4.27.2 and create a new project following the link below, and then copy the whole "Projects" folder to your Unreal Project (under UnrealAssets\Content in the Google Drive). Ignore the modelling stuff but do the reset of the steps on the "Creating an asset replacement mod" page in See also.

Modding.wiki Getting Started guide for making a replacement mod in Hogwarts Legacy[modding.wiki].

For reference, I created an empty texture and linked that to a translucent material, and renamed all the assets so they would override the originals.
< >
Showing 31-45 of 79 comments
Hostu Feb 17, 2023 @ 7:08pm 
We can't even play karaoke :v
The author of this thread has indicated that this post answers the original topic.
fokehS Feb 17, 2023 @ 7:15pm 
3
5
7
I'll share what I've got so far because I'm taking a break, and the tools available are a bit limited based on what I'm seeing.

Google Drive with my files[drive.google.com]

The PAKs folder contains 3 files that you can copy into your steamapps\common\LikeADragonIshin\LikeaDragonIshin\Content\Paks directory. This will remove the borders so that you can see the cut off text/graphics such as names and the minigame stuff, but it will not fix the 3D cutscenes/gameplay only rendering to 16:9.

If you want to work on this yourself, download Unreal 4.27.2 and create a new project following the link below, and then copy the whole "Projects" folder to your Unreal Project (under UnrealAssets\Content in the Google Drive). Ignore the modelling stuff but do the reset of the steps on the "Creating an asset replacement mod" page in See also.

Modding.wiki Getting Started guide for making a replacement mod in Hogwarts Legacy[modding.wiki].

For reference, I created an empty texture and linked that to a translucent material, and renamed all the assets so they would override the originals.
fokehS Feb 17, 2023 @ 7:18pm 
2
My assumption is that the names and minigame graphics have been anchored to the screen edges, as opposed to dynamically scaling based on the aspect ratio. It is probably an easy (if tedious) fix for the devs to tweak each individual graphics asset affected by this.

My gut feeling is that the camera(s) for the cutscenes/gameplay are locked to 16:9, but neither fmodel nor UE Viewer can extract the map or blueprint assets for me to go peak and prod.
press1forhelp Feb 17, 2023 @ 7:32pm 
4
2
Originally posted by fokehS:
My assumption is that the names and minigame graphics have been anchored to the screen edges, as opposed to dynamically scaling based on the aspect ratio. It is probably an easy (if tedious) fix for the devs to tweak each individual graphics asset affected by this.

My gut feeling is that the camera(s) for the cutscenes/gameplay are locked to 16:9, but neither fmodel nor UE Viewer can extract the map or blueprint assets for me to go peak and prod.

I just used your method of pasting in the pak files, and combined that with a hex edit, and got the game to work just fine (at least in gameplay). using HxD replace all instances of 3B 8E E3 3F with 8E E3 18 40 and you should be golden. fov is a little zoomed in, but you can adjust that in game
fokehS Feb 17, 2023 @ 7:35pm 
Oh legendary, thanks. Will give it a try in an hour or so.
proper Feb 17, 2023 @ 8:12pm 
Originally posted by press1forhelp:
Originally posted by fokehS:
My assumption is that the names and minigame graphics have been anchored to the screen edges, as opposed to dynamically scaling based on the aspect ratio. It is probably an easy (if tedious) fix for the devs to tweak each individual graphics asset affected by this.

My gut feeling is that the camera(s) for the cutscenes/gameplay are locked to 16:9, but neither fmodel nor UE Viewer can extract the map or blueprint assets for me to go peak and prod.

I just used your method of pasting in the pak files, and combined that with a hex edit, and got the game to work just fine (at least in gameplay). using HxD replace all instances of 3B 8E E3 3F with 8E E3 18 40 and you should be golden. fov is a little zoomed in, but you can adjust that in game

This is working for me as well. Thank you, and Big Thanks to fokehS, I thought we'd have to wait til "release". :winter2019joyfultearsdog:

edit: https://imgur.com/A0sZUrn
Last edited by proper; Feb 17, 2023 @ 8:20pm
Originally posted by press1forhelp:
Originally posted by fokehS:
My assumption is that the names and minigame graphics have been anchored to the screen edges, as opposed to dynamically scaling based on the aspect ratio. It is probably an easy (if tedious) fix for the devs to tweak each individual graphics asset affected by this.

My gut feeling is that the camera(s) for the cutscenes/gameplay are locked to 16:9, but neither fmodel nor UE Viewer can extract the map or blueprint assets for me to go peak and prod.

I just used your method of pasting in the pak files, and combined that with a hex edit, and got the game to work just fine (at least in gameplay). using HxD replace all instances of 3B 8E E3 3F with 8E E3 18 40 and you should be golden. fov is a little zoomed in, but you can adjust that in game

🐐
fokehS Feb 17, 2023 @ 9:03pm 
Great work on the hex edit.

Start of combat and heat actions revert temporarily to the bordered view, I will see if I can pull out some more assets and do some hex editing later, I'm guessing they have C++/Blueprint code that's modifying the camera. Of course, it'd be nice if they just patched it.
Mav1122 Feb 18, 2023 @ 1:11am 
Nice, then there is hope at least
Mav1122 Feb 18, 2023 @ 3:21am 
I did some experimenting and went from Borderless to Fullscreen mode and put the resolution to 2560 x 1440, that got rid of the borders. BUT, when you alt+tab back to desktop everything else is at that resolution. I tried to stream some, and it got a bit weird. You might aswell quit the game and everything will be back to native resolution settings.
Last edited by Mav1122; Feb 18, 2023 @ 3:26am
fokehS Feb 18, 2023 @ 3:25am 
It's because of the aspect ratio, all the scenes/UI have been designed for 16:9. I can't export out a map to see how it's laid out in the editor, but I assume the borders are always on, out of view if you are in 16:9, but become visible at any wider ratio.

They're there presumably because they didn't want to clean up cutscenes where characters who are inactive are in-shot, or the camera clips into a wall or something. And not have to deal with UI stretching.

I still think the game would look way better with them permanently off and rendering full screen, but I won't be able to dedicate much time on this problem until next week. And if there's any patch by official release date, it could screw these tweaks.
Last edited by fokehS; Feb 18, 2023 @ 3:27am
Mav1122 Feb 18, 2023 @ 3:28am 
I agree, 3440x1440 and 21:9 or whatever would be optimal if they got it working. Especially for me that alt+tab every now and then
Last edited by Mav1122; Feb 18, 2023 @ 3:29am
Raekwon lechef Feb 18, 2023 @ 5:26am 
even free android game like genshin impact have ultra wide.
IT TECHNICALLY A FREE GAME OK :cozybrawlhalla6:
ZENOGIAS Feb 18, 2023 @ 6:03am 
Disappointing. Playing through Windows store version. Getting some stutter even on a 3080
Thermobaric Feb 18, 2023 @ 10:39am 
Originally posted by press1forhelp:
Originally posted by fokehS:
My assumption is that the names and minigame graphics have been anchored to the screen edges, as opposed to dynamically scaling based on the aspect ratio. It is probably an easy (if tedious) fix for the devs to tweak each individual graphics asset affected by this.

My gut feeling is that the camera(s) for the cutscenes/gameplay are locked to 16:9, but neither fmodel nor UE Viewer can extract the map or blueprint assets for me to go peak and prod.

I just used your method of pasting in the pak files, and combined that with a hex edit, and got the game to work just fine (at least in gameplay). using HxD replace all instances of 3B 8E E3 3F with 8E E3 18 40 and you should be golden. fov is a little zoomed in, but you can adjust that in game

Works for getting the game up to 21:9, but not 32:9 - anyone have any idea if the pak files will need to be updated separately for 32:9, or will the hex value have to be changed to something else?
< >
Showing 31-45 of 79 comments
Per page: 1530 50

Date Posted: Feb 17, 2023 @ 7:55am
Posts: 79